Amber was a character in the Darkweird Campaign, where Dragons were just one of the hidden supernatural races which walked the earth – albeit one of the ones with the highest ECL modifier. Like all the sample characters here, she’s a d20 Point Buy character built using the rules from Eclipse: The Codex Persona and The Practical Enchanter (also available as Shareware PDF files, Here and Here). Also like several of the other sample characters, she’s a definite power build. Given that Darkweird was a pretty rough place for anyone who was magically aware, this was quite acceptable.

All of the abilities in the dragon template are subject to the limitations listed below, and are considered Specialized for half cost (this has already been included in the costs listed above):

Dragons are obvious supernatural beings. Even when shapeshifted,they radiate magical power and an aura that disturbs normal humans and ordinary animals. Their natural forms are obviously monstrous.

Their racial abilities are all supernatural abilities, and will not work in antimagic fields and similar areas.

Dragons take damage (1d6/Caster Level to the usual maximums) from “Dispelling” and similar effects.

Their racial abilities may be weakened or hindered by physical damage or restrictions. For example, they may need to make constitution checks to use their innate spells if they’re seriously injured, western types need wingroom to fly, and so on.

Innate Spells:Fireball/Blast (1d6/Level, currently 6d6, save DC 20), Iceball/Blast (as per Fireball, but coats area with ice; anyone who fails to save may save again each round to break free, save DC 21), and Mind-Numbing Mist (as per Dominate Person, but affects a 10′ radius within close range and only lasts one hour per level, save DC 22).

Level Based Bonuses: L1 Feat: Dweomer/Psychokinesis (0 CP)

Disadvantages: Accursed (automatically reverts to dragon form while sleeping), Hunted (yes, there are groups out there which don’t like dragons), and Showman (others get a +3 bonus on figuring out what you’re up to, -3 on initiative). Current Total: 72 CP (L2 Base) + 10 CP (Disadvantages) = 82 CP.

Using Dweomer is relatively simple: 1) decide what effect you’re going to try to produce, 2) select which of your skills you’re going to use to do it, 3) get a ruling on the level of effect you’re going to need from the GM, 4) either change your mind or go ahead and roll, and 5) spend your power and spell levels or mana, whether or not the effect succeeds. For every 5 full points by which your result exceeds the DC of the effect being produced you may reduce the net cost by 1 Power OR by 1/2 spell level to a minimum of 0.

Trivial Effects (Cantrips and L0 spell effects) have a Casting DC of 10, a Save DC of 17, and cost 1 Power OR 1/2 a Spell Level to cast. Easy Effects (L1 and L2 spell effects) have a Casting DC of 15, a Save DC of 19, and cost 2 Power AND 1 Spell Level OR 1 Mana. Average Effects (L3 and L4 spell effects) have a Casting DC of 20, a Save DC of 21, and cost 4 Power AND 2 Spell Levels OR 2 Mana to cast. Higher level effects are beyond Amber’s current limits – at least for safe casting (consult the full rules in Eclipse: The Codex Persona).

Now, Amber has two different special effects for her Martial Arts: in human form, she uses literal martial arts backed by her inhuman toughness and strength. In dragon form, she relies on her teeth and claws. Given that this makes no difference whatsoever in game terms, there’s no cost for this bit of characterization. That’s unlike a Spirit Weapon, where at least you can hope to confuse your enemies about what it corresponds to if you buy an unusual special effect.

I have a question regarding page 163 in Eclipse: The Codex Persona: I’ve now encountered an abusive character (well, by the numbers, he doesn’t actually abuse his power) and would like to know what I can do without destroying it entirely.

Now I’ve looked at the page and it said: “Explaining rationally […] better than smiting them without explaination.”

Looking at the 10 “options” presented, however, the page doesn’t really tell me how to do just that: Option 1, 7 and 8 seem to be saying “Fuck you” pretty blandly, whereas 2, 4 and 5 seem to be able to backfire greatly and haven’t really shown the player where the problem is (he could lead the over-monster back to the party or the character to protect dies because of a natural 1).

Reading the “explain rationally”-line, I rather expected more of the likes of option 3 (you are powerful, you just won’t get any stronger), option 6 (talking seems to solve such a disagreement rather smoothly) and option 9 (well, the last 2 lines at least imply that you aren’t trying to just screw others over out of what can easily described as (in my case and I’m sure in about 95% of the other cases) the DM’s incompetence (I’m fairly new, so I make my mistakes…).

Also, should I consider option 10 after already having applied options that aren’t 3, 6 or 9? After all, it seems likely to me that there will be divine justice as soon as my character would enter the scene (especially fearing option 9 as justified revenge since his designs seem to outsmart me at given times…)

Greetings
A DM that would really like his group to not soon view him as vengeful monster^^°

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